move SaveStateManager to savestates folder

This commit is contained in:
adelikat 2020-05-31 10:28:57 -05:00
parent a0680e4b94
commit 3b27eb5e91
1 changed files with 204 additions and 204 deletions

View File

@ -1,204 +1,204 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using BizHawk.Common;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
public static class SavestateManager
{
public static void SaveStateFile(IEmulator emulator, string filename)
{
var core = emulator.AsStatable();
// the old method of text savestate save is now gone.
// a text savestate is just like a binary savestate, but with a different core lump
using var bs = new ZipStateSaver(filename, Global.Config.SaveStateCompressionLevelNormal);
bs.PutVersionLumps();
if (Global.Config.SaveStateType == SaveStateTypeE.Text)
{
// text savestate format
using (new SimpleTime("Save Core"))
{
bs.PutLump(BinaryStateLump.CorestateText, tw => core.SaveStateText(tw));
}
}
else
{
// binary core lump format
using (new SimpleTime("Save Core"))
{
bs.PutLump(BinaryStateLump.Corestate, bw => core.SaveStateBinary(bw));
}
}
if (Global.Config.SaveScreenshotWithStates && emulator.HasVideoProvider())
{
var vp = emulator.AsVideoProvider();
var buff = vp.GetVideoBuffer();
if (buff.Length == 1)
{
// is a hacky opengl texture ID. can't handle this now!
// need to discuss options
// 1. cores must be able to provide a pixels VideoProvider in addition to a texture ID, on command (not very hard overall but interface changing and work per core)
// 2. SavestateManager must be setup with a mechanism for resolving texture IDs (even less work, but sloppy)
// There are additional problems with AVWriting. They depend on VideoProvider providing pixels.
}
else
{
int outWidth = vp.BufferWidth;
int outHeight = vp.BufferHeight;
// if buffer is too big, scale down screenshot
if (!Global.Config.NoLowResLargeScreenshotWithStates && buff.Length >= Global.Config.BigScreenshotSize)
{
outWidth /= 2;
outHeight /= 2;
}
using (new SimpleTime("Save Framebuffer"))
{
bs.PutLump(BinaryStateLump.Framebuffer, s => QuickBmpFile.Save(emulator.AsVideoProvider(), s, outWidth, outHeight));
}
}
}
if (Global.MovieSession.Movie.IsActive())
{
bs.PutLump(BinaryStateLump.Input,
delegate(TextWriter tw)
{
// this never should have been a core's responsibility
tw.WriteLine("Frame {0}", emulator.Frame);
Global.MovieSession.HandleSaveState(tw);
});
}
if (Global.UserBag.Any())
{
bs.PutLump(BinaryStateLump.UserData,
delegate(TextWriter tw)
{
var data = ConfigService.SaveWithType(Global.UserBag);
tw.WriteLine(data);
});
}
if (Global.MovieSession.Movie.IsActive() && Global.MovieSession.Movie is ITasMovie)
{
bs.PutLump(BinaryStateLump.LagLog,
delegate(TextWriter tw)
{
((ITasMovie)Global.MovieSession.Movie).LagLog.Save(tw);
});
}
}
public static bool LoadStateFile(IEmulator emulator, string path)
{
var core = emulator.AsStatable();
// try to detect binary first
var bl = ZipStateLoader.LoadAndDetect(path);
if (bl != null)
{
try
{
var succeed = false;
// Movie timeline check must happen before the core state is loaded
if (Global.MovieSession.Movie.IsActive())
{
bl.GetLump(BinaryStateLump.Input, true, tr => succeed = Global.MovieSession.CheckSavestateTimeline(tr));
if (!succeed)
{
return false;
}
}
using (new SimpleTime("Load Core"))
{
bl.GetCoreState(br => core.LoadStateBinary(br), tr => core.LoadStateText(tr));
}
// We must handle movie input AFTER the core is loaded to properly handle mode changes, and input latching
if (Global.MovieSession.Movie.IsActive())
{
bl.GetLump(BinaryStateLump.Input, true, tr => succeed = Global.MovieSession.HandleLoadState(tr));
if (!succeed)
{
return false;
}
}
if (emulator.HasVideoProvider())
{
bl.GetLump(BinaryStateLump.Framebuffer, false, br => PopulateFramebuffer(br, emulator.AsVideoProvider()));
}
string userData = "";
bl.GetLump(BinaryStateLump.UserData, false, delegate(TextReader tr)
{
string line;
while ((line = tr.ReadLine()) != null)
{
if (!string.IsNullOrWhiteSpace(line))
{
userData = line;
}
}
});
if (!string.IsNullOrWhiteSpace(userData))
{
Global.UserBag = (Dictionary<string, object>)ConfigService.LoadWithType(userData);
}
if (Global.MovieSession.Movie.IsActive() && Global.MovieSession.Movie is ITasMovie)
{
bl.GetLump(BinaryStateLump.LagLog, false, delegate(TextReader tr)
{
((ITasMovie)Global.MovieSession.Movie).LagLog.Load(tr);
});
}
}
finally
{
bl.Dispose();
}
return true;
}
return false;
}
private static void PopulateFramebuffer(BinaryReader br, IVideoProvider videoProvider)
{
try
{
using (new SimpleTime("Load Framebuffer"))
{
QuickBmpFile.Load(videoProvider, br.BaseStream);
}
}
catch
{
var buff = videoProvider.GetVideoBuffer();
try
{
for (int i = 0; i < buff.Length; i++)
{
int j = br.ReadInt32();
buff[i] = j;
}
}
catch (EndOfStreamException)
{
}
}
}
}
}
using System.Collections.Generic;
using System.IO;
using System.Linq;
using BizHawk.Common;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
public static class SavestateManager
{
public static void SaveStateFile(IEmulator emulator, string filename)
{
var core = emulator.AsStatable();
// the old method of text savestate save is now gone.
// a text savestate is just like a binary savestate, but with a different core lump
using var bs = new ZipStateSaver(filename, Global.Config.SaveStateCompressionLevelNormal);
bs.PutVersionLumps();
if (Global.Config.SaveStateType == SaveStateTypeE.Text)
{
// text savestate format
using (new SimpleTime("Save Core"))
{
bs.PutLump(BinaryStateLump.CorestateText, tw => core.SaveStateText(tw));
}
}
else
{
// binary core lump format
using (new SimpleTime("Save Core"))
{
bs.PutLump(BinaryStateLump.Corestate, bw => core.SaveStateBinary(bw));
}
}
if (Global.Config.SaveScreenshotWithStates && emulator.HasVideoProvider())
{
var vp = emulator.AsVideoProvider();
var buff = vp.GetVideoBuffer();
if (buff.Length == 1)
{
// is a hacky opengl texture ID. can't handle this now!
// need to discuss options
// 1. cores must be able to provide a pixels VideoProvider in addition to a texture ID, on command (not very hard overall but interface changing and work per core)
// 2. SavestateManager must be setup with a mechanism for resolving texture IDs (even less work, but sloppy)
// There are additional problems with AVWriting. They depend on VideoProvider providing pixels.
}
else
{
int outWidth = vp.BufferWidth;
int outHeight = vp.BufferHeight;
// if buffer is too big, scale down screenshot
if (!Global.Config.NoLowResLargeScreenshotWithStates && buff.Length >= Global.Config.BigScreenshotSize)
{
outWidth /= 2;
outHeight /= 2;
}
using (new SimpleTime("Save Framebuffer"))
{
bs.PutLump(BinaryStateLump.Framebuffer, s => QuickBmpFile.Save(emulator.AsVideoProvider(), s, outWidth, outHeight));
}
}
}
if (Global.MovieSession.Movie.IsActive())
{
bs.PutLump(BinaryStateLump.Input,
delegate(TextWriter tw)
{
// this never should have been a core's responsibility
tw.WriteLine("Frame {0}", emulator.Frame);
Global.MovieSession.HandleSaveState(tw);
});
}
if (Global.UserBag.Any())
{
bs.PutLump(BinaryStateLump.UserData,
delegate(TextWriter tw)
{
var data = ConfigService.SaveWithType(Global.UserBag);
tw.WriteLine(data);
});
}
if (Global.MovieSession.Movie.IsActive() && Global.MovieSession.Movie is ITasMovie)
{
bs.PutLump(BinaryStateLump.LagLog,
delegate(TextWriter tw)
{
((ITasMovie)Global.MovieSession.Movie).LagLog.Save(tw);
});
}
}
public static bool LoadStateFile(IEmulator emulator, string path)
{
var core = emulator.AsStatable();
// try to detect binary first
var bl = ZipStateLoader.LoadAndDetect(path);
if (bl != null)
{
try
{
var succeed = false;
// Movie timeline check must happen before the core state is loaded
if (Global.MovieSession.Movie.IsActive())
{
bl.GetLump(BinaryStateLump.Input, true, tr => succeed = Global.MovieSession.CheckSavestateTimeline(tr));
if (!succeed)
{
return false;
}
}
using (new SimpleTime("Load Core"))
{
bl.GetCoreState(br => core.LoadStateBinary(br), tr => core.LoadStateText(tr));
}
// We must handle movie input AFTER the core is loaded to properly handle mode changes, and input latching
if (Global.MovieSession.Movie.IsActive())
{
bl.GetLump(BinaryStateLump.Input, true, tr => succeed = Global.MovieSession.HandleLoadState(tr));
if (!succeed)
{
return false;
}
}
if (emulator.HasVideoProvider())
{
bl.GetLump(BinaryStateLump.Framebuffer, false, br => PopulateFramebuffer(br, emulator.AsVideoProvider()));
}
string userData = "";
bl.GetLump(BinaryStateLump.UserData, false, delegate(TextReader tr)
{
string line;
while ((line = tr.ReadLine()) != null)
{
if (!string.IsNullOrWhiteSpace(line))
{
userData = line;
}
}
});
if (!string.IsNullOrWhiteSpace(userData))
{
Global.UserBag = (Dictionary<string, object>)ConfigService.LoadWithType(userData);
}
if (Global.MovieSession.Movie.IsActive() && Global.MovieSession.Movie is ITasMovie)
{
bl.GetLump(BinaryStateLump.LagLog, false, delegate(TextReader tr)
{
((ITasMovie)Global.MovieSession.Movie).LagLog.Load(tr);
});
}
}
finally
{
bl.Dispose();
}
return true;
}
return false;
}
private static void PopulateFramebuffer(BinaryReader br, IVideoProvider videoProvider)
{
try
{
using (new SimpleTime("Load Framebuffer"))
{
QuickBmpFile.Load(videoProvider, br.BaseStream);
}
}
catch
{
var buff = videoProvider.GetVideoBuffer();
try
{
for (int i = 0; i < buff.Length; i++)
{
int j = br.ReadInt32();
buff[i] = j;
}
}
catch (EndOfStreamException)
{
}
}
}
}
}